Use of virtual reality (VR) is considered beneficial for reviewing 3D models throughout product design. However, research on its usability in the design field is still explorative, and previous studies are often contradictory regarding the usability of VR for 3D model review. This paper argues that the usability of VR should be assessed by analysing human factors such as spatial perception and taking into consideration the complexity of the reviewed product. Hence, a comparative evaluation study has been conducted to assess spatial perception in desktop interface-based and VR-based review of 3D models of products with different levels of complexity. The results show that participants in VR more could perceive the fit of user interface elements, and estimation of the model dimensions had a lower relative error than in desktop interface. It has been found that various sensory cues are used to perceive the model size and that the employed sensory cues depend on the level of complexity. Finally, it is proposed that differences between a desktop interface and VR for reviewing models are more evident when reviewing models of higher complexity levels.
Users may download and print one copy of any publication from the public portal for the purpose of private study or research. You may not further distribute the material or use it for any profit-making activity or commercial gain You may freely distribute the URL identifying the publication in the public portal If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim.
This paper provides an overview and appraisal of the International Design Engineering Annual (IDEA) challenge - a virtually hosted design hackathon run with the aim of generating a design research dataset that can provide insights into design activities at virtually hosted hackathons. The resulting dataset consists of 200+ prototypes with over 1300 connections providing insights into the products, processes and people involved in the design process. The paper also provides recommendations for future deployments of virtual hackathons for design research.
This paper analyses the use of information and communication technologies (ICTs) in a distributed product design project-based learning (PBL). The paper presents the ICT use of five international student teams during three product design phases: identification of opportunities, conceptual design, embodiment design. General results show that student teams used around 30 different ICTs for both taskwork and teamwork. Students reported that they used previously known ICTs or ICTs properly introduced to them during the initial course workshop. Results also show that team members often work individually on their tasks and use various procedures to share their results. Also, teams conduct some activities synchronously, suggesting the need for teams to have a collaborative workspace. Cloud-based collaborative ICTs (e.g. whiteboard, computer-aided design, document editor, task management) showed huge potential for individual and team tasks. Hence, educators and teams should carefully consider which ICTs to implement and learn, as it might greatly impact the execution of the product design PBL course.
The development of cloud-based Computer-aided design (CAD) enabled real-time CAD collaboration between multiple designers. While this technology has great potential to change the way CAD work is done, it is still little explored. This paper presents a case with two high-performing and two low-performing three-member teams monitored with non-invasive methods (log data) during a six-week design project. The results show that high-performing teams focused more on the editing of assembly, while low-performing teams focused on creating and editing a part. Furthermore, high-performing teams tended to perform consecutive deleting actions and to transition to creating and editing classes of CAD actions after performing viewing actions. Two modelling approaches which lead to high-quality CAD models were identified. One approach is characterized by frequent use of transitions between editing and Organizing-Design (collaborative actions) classes, while the other between creating, editing and reversing classes. Presented results allow design teams to gain insight into sequential patterns which led to the generation of a high-quality CAD model and to better understand the CAD modelling process.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.